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Thinkfinity Project-Based
Learning Module:
Inventor's Challenge: Make & Market Your
Own Technology
What
do a Barbie doll's legs have to do with advances in prosthetic limbs? What's the next big technological
breakthrough that everyone will be talking about? In this project, youth discover that
technology has been helping people extend their abilities long before computers
or the iPod came along.
A
song about the harsh conditions on the 18th century Dakota plains
sets the context for research and exploration of technology innovations that we
now take for granted. Then young people
take up the challenge to devise and construct their own inventions, which they
market to peers as a culminating activity.
This
project taps young people's natural enthusiasm for technology and creative
potential as inventors. The combination
of activities, from a radio segment about Barbie to a hands-on design challenge
and marketing pitch, appeals to different learning styles and works in a range
of afterschool settings. Most important,
young people get to pursue their own interests as they build knowledge in
subject areas that are critical to 21st century success, and make
the connection to future careers.
What young
people will learn and do:
- brainstorm a list of technology tools that have helped people adapt
to their environment
- research specific examples of how technology
has enhanced human abilities
- invent and build their own technology tool
- use market research
strategies to identify key questions and determine the answers for their
own new product
- develop marketing
materials including a slogan, a visual advertisement, and a radio ad to
market to the right audience
Academic standards addressed:
- National Geography Standards, Standard 15: How physical systems affect human systems
- Benchmarks for Science Literacy, Benchmark
6A - #5: Human beings use technology
to match or excel many of the abilities of other species.
- Voluntary National Content Standards in Economics, Standards
9: Role of competition, and 14: Profit
and the entrepreneur
Materials
needed:
- Computer with Internet
access
- Paper,
markers/crayons, glue, etc.
- Optional: building
materials such as construction paper, cardboard, pipe cleaners, popsicle
sticks, interlocking foam pieces, Lego bricks, etc.
Career fields highlighted:
- Engineering
- Technology
design and programming
- Advertising/marketing
Get started:
The Great Plains:
A Harsh Welcome to Settlers
http://www.nationalgeographic.com/xpeditions/lessons/15/g912/greatplains.html
Sharing the song and stories about life on the
Dakota plan from this Xpeditions
lesson plan, facilitators engage the group in a discussion about how people use
technology to adapt to their environment.
Find out more:
Extending
Human Ability through Technology
http://www.sciencenetlinks.com/lessons.cfm?DocID=54
Facilitators ask program participants to research
and reflect on technologies that extend human abilities, drawing on this Science NetLinks lesson plan. Depending on the availability of computers
with Internet access, and on the interests of the group, young people can do
some of this research offline through books, articles, interviews, etc.
Piece it together:
Extending Human Ability through Technology
http://www.sciencenetlinks.com/lessons.cfm?DocID=54
Guided by this Science
NetLinks lesson plan, facilitators challenge the program participants to
construct a model of a technology that helps people overcome limitations. They can use whatever materials are at hand,
such as basic craft supplies or Lego bricks, or they can just draw a picture of
their invention.
Share what's learned:
What's Your Angle?
http://www.econedlink.org/lessons/index.cfm?lesson=EM501&page=teacher
To extend the learning experience, facilitators can
ask each group of young people to contemplate the market for their invention
and make a pitch to their peers, as explained in Activities One - Four of this EconEdLink
lesson plan.
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